Just a suggestion for the detail loss issue. A quick way to get details to pop is with a black wash, paint the whole thing black with a wash of watered down paint, and quickly wipe down the entire statue with a cloth, it'll leave the black pain in the nooks and cracks, and kinda works like a cavity map.
I've been using the Handplane baker for a while now. Mostly baked in Max, switched briefly to Substance, then finally to Handplane (I still bake my material IDs out of Max, however). I love how quickly Handplane can bake, and I am also very happy with the results.
Definitely don't model in 1 big piece like you have. It just makes it much more complicated and time consuming/hairy. You could model in 1 piece to get a rough shape in quickly, but even then, it's probably better to just rough in each piece then clean up and seam together.
It varies. Just make it as pretty as possible. If you're concerned about polycount that much, if you build it in such a way removing edge loops is easy, you can optimize quickly. Just, for this, 1 million tris is going to be overkill for sure. You can prolly nail this in 20k or under for a nice looking model.
separating specular and diffuse components is a pretty old problem in machine vision, so there's actually a lot of research and data on it. One thing you realize fairly quickly is how little variation there is in the spec component of a lot of objects. Anyway, figured this might be relevant; taken from…
Rather big jump of an update, been working hard to get something presentable for GDC as a prgress shot, the rest of the rooms will come but for now I've got this one decently put together Anything I hav ethe chance to change quickly would be awesome, time to go finish prepping for GDC
ysalex answered the question about how quickly he could make the prop, and delivered with basically that time frame despite being challenged on it. Yes, it might be a different answer if the question was, "how much time should I set aside for client liaison bullshit". Of course. In other news: sky is blue.
There's definitely some benefit with examples like your building front if it's going to be used to texture a box. Baking from geometry would be easier/quicker for a one off but if you build it up sensibly in designer you are then in a position to generate a crap ton of variations very quickly indeed. But yeah, mostly…
Maybe Substance Painter will get there at some point, but right now its lacking a lot of painting tools that Mari has. I don't have the time to list all the awesome features Mari has, but I can say that it works awesome for game art, and people shouldn't discredit it so quickly.
Hey man, loving the new texture, as someone who's just getting into substance your stuff is really inspiring. Can you quickly explain how you went about making the large rocks/pebbles in your new texture. Primarily how did you go about creating the shape of it.